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The King of Fighters 2002 UM/May Lee
Normal mode Movelist
Throws
Command Move
Special Moves
Desperation Move
Super Desperation Move
0 Bar |
Anywhere
|
(jump-in), cl.D, qcf+D > K > uf+K(whiff) > d+K = 23% (jump-in), cl.D, qcf+D > K > delay df+K, [ABC], qcf+B = 30% |
1 Bar |
Anywhere |
(jump-in), cl.D, qcbx2+K, [ABC], qcb+C, qcb+A = 48% |
3 Bar |
Anywhere, Low Anywhere |
(jump-in or cr.B), cr.Bx1~2, qcfx2+AC = 41~45% (jump-in), cl.D, qcbx2+K, [ABC], qcb+C, qcb+A, (SC) air qcfx2+C = 50% |
Gameplay Overview
Normals
Close
- cl. A/B/C/D are cancel-able
- cl.A/B are fast, decently ranged and chain-able for qcf+B frametrap. These are the buttons to mash in the gaps of the opponent's pressure to get them off you.
- Close C's slow speed, poor priority and purpose compared to cl.D are all the reasons why you shouldn't use it.
- Close D is fairly slow but has 2 hits for a good hitconfirm with the second hit cancelable and the first going into Henshin (ABC) combos. It's your main conversion starter but its very short activation range requires caution.
Stand
- Far A/B are whiff/cancel-able.
- Far B is a poor anti-air but okay as a poke and will remain consistent on crouchers unlike like far D.
- Far C has more range than far B and far D but is slow and prone to be stuffed, best used as meaty.
- Far D goes high and has decent priority, can work as anti-air poke but note that the first hitbox will whiff on crouchers. It essentially goes from being a 9 to a 17f normal on every croucher but Chang, Daimon and Maxima.
Crouch
- cr.A/C/D are whiff/cancel-able.
- Crouch A/B are chain-able for an okay string or for qcf+B frametrap.
- Crouch C is fast, extends high into the air but lacks the horizontal range to match, it's an okay anti-air, for cross-ups in particular.
- Crouch D is a very good sweep, fast, long, a bit of low profile and whiff cancelable to cover her, you can rely on it.
Jump
- Jump A/B are instant overheads and decent air-to-airs midrange. j.A while jumping away is a great way to close out a round.
- Jump C/D can cross up, with j.C being the main jump-in option.
- Jump D's deceptively short range and bad priority but better active frames than j.C makes it for a meaty jump-in.
Blowback Attack
- CD comes out slow but goes a good distance and is decent on block.
- Jump CD can work as air-to-air if used early and from above.
Throws
Crow's Wing - (b/f+C)
- May Lee grabs the opponent then kicks off their face. Its surprising hard knockdown give it decent oki.
- Can be broken
- Hard Knockdown
Swan Circle - (b/f+D)
- May Lee grabs the opponent then climbs over their shoulders to kick them in the back of their head. No oki, C throw preferred.
- Can be broken.
- Reverse Hard Knockdown
Command Move
Henshin - (ABC)
- May Lee changes pose, idle animation, and her entire movelist as she enters her #Hero Mode. This command unique to May Lee is essential to playing her effectively, as most of her threatening tools are in Hero Mode. Henshin isn't limited to standing still, she can kara/whiff/cancel all her grounded normals and almost all her grounded specials into it. Pressing ABC while in Hero Mode will make her go back to normal. An "Henshin OK" mention means the move can be used to switch to "Hero Mode".
- Switches to "Hero Mode"
Special Moves
Legend
- Henshin OK = Can be used to change into her "Hero Mode"
Waga Utan Kasane - (hcb+B/D)
- May Lee lifts her right leg up and bends toward her left, if she attacked (mid) she parry the attack then automatically cr.C then follow-up with two kicks knocking the oppponent into the air and into a juggled state, the follow-ups are very restricted because the recovery is too long and transforming into Hero Mode normally after the two hits would be a waste, however after the second you can transformbut you have to time it right. Follow-up attacks can also be used to reset the opponents body which is when you can take the time to use that to switch in to Hero Mode then use a normal that is fast enough to hit them as soon as they touch the ground if not before that. Afterward the comboing oppurtunities should open up, comboing into it is unsafe but if you want to use it use the rekka variant instead. And like most counters she is still vulnerable to projetiles, throws, and even low hitting attacks so stay wary.
- Henshin OK
- Counter Stance
- Juggles Opponent
- Vulnerable to: Throws, Projectiles, Low hiting attacks
Tatsuo Kyaku - (qcf+B/D)
- May Lee does a two kicks, one hits mid while the other hits high, this is (standard) May Lee's main and perhaps only attack plan, this move is also the start of a multi-part rekka chain that can lead to low/mid/high hitting attacks to super canceling options, and even Henshin set-ups. It is important that you learn the in's and out's of the branches of the rekka chains because it will help you link really strong combos together with ease and make you a better May Lee player overall. Combos into to everything listed below after this point in the special attack section.
- Henshin OK
- Combos from: Stand/Crouch Normals
- Combos into: Everything listed below
┗Kazeguruma Kyaku - (B/D)
- After May Lee does the first two hits she will then swing her left leg forward to hit the opponent in the face, the first and one of best rekka follow-ups, although it isn't smart to stop on this rekka during a combo because of the poor recovery. It's great for super canceling into her Gauze Tail Tinkerbell DM (qcbx2+B/D) whenever you have the extra stocks on hand but it has to be buffered and done on hit otherwise you'll get her second kick rekka instead of the DM, take note that if you input the strong Tatsuo Kyaku (qcf+D) then continue to her strong Kazeguruma Kyaku (D) she will knock them into the air instead of keeping them in hit-stun.
- Henshin OK
- Super Cancel-able
- Combos from: Tatsuo Kyaku (qcf+B/D)
- Combos into: Everything listed below
>┗Kokoro Totsu Kyaku - (B/D)
- After May Lee does the first three kicks she will then step forward to do a thrust kick with her left leg aimed at the mid section knocking them away on contact, her last neutral kick rekka turns out to be not all that great compared to the former. The main issue is that the kick just takes too long to come out and because of that the opponent will always have a chance to safely guard it after the Kazeguruma Kyaku. They will also have enough time to counter attack in retaliation so there's no real point in using it normally. The only efficient way to use this move is to use it as feint to quickly cancel it into "Hero Mode" otherwise it's too unsafe and your bound to get hurt using it frivolously. As mentioned before if you combo from her strong Kazeguruma Kyaku (D) instead of the weak it will knock them into the air which actually gives you enough time to continue with either version of Kokoro Totsu Kyaku.
- Henshin OK
- Combos from: strong Kazeguruma Kyaku (qcf+D, D)
┗Torao Kyaku - (d+B/D)
- Continuing after the first two or three kicks, May Lee will then use her left leg to kick the opponent in the shens, another good rekka follow-up with many uses. The main focus for this rekka chain is to break the opponents defense while they are being attacked, it's a quick change-up move to attack the opponent low while they're too busy blocking high to throw them off their game, the kick also puts them in a juggled state which is great because it gives you options for canceling the kick on hit into "Hero Mode" and follow-up with a reset combo.
- Henshin OK
- Hits Low
- Juggles Opponent
- Combos from: Tatsuo Kyaku (qcf+K), and Kazaguruma Kyaku (qcf+K, K)
┗Toukotsu Kyaku - (df+B/D)
- Continuing after the first two or three kicks, May Lee will then swing her left leg down to hit the opponent in their mid-section, yet another break their defense rekka chain. Much like the former (Torao Kyaku) this chain is used to break their defense while they're too busy guarding attacks, the special options with this move is that it's an overhead attack on crouch opponents so if they block low thinking a Torao Kyaku is coming they will be SOL. Just like before this move can be used to transform into "Hero Mode" but the timing is strict because of the pushback after the Toukotsu Kyaku.
- Henshin OK
- Overhead Attack
- Combos from: Tatsuo Kyaku (qcf+K), and Kazaguruma Kyaku (qcf+K, K)
┗Sousei Kyaku - (u+B/D)
- Continuing after the first two or three kicks, May Lee will lift both of her legs in succession to hit the opponent in the face twice, a very meh rekka chain with some very limited uses. It suffers from the same issues as her Kokoro Totsu Kyaku rekka chain (qcf+K, K, K), it's just too slow. Not only that but it's also very unsafe on guard which can set-up you to eat a nasty counter attack like a dp or a projectile DM. As far as it goes for comboing this move should be limited to transforming into "Hero Mode" and reset combos. But despite being unsafe on guard if you transform on the second hit it will push May Lee back about half-screen to prevent taking damage from the forth coming counter-attack and possibly following up with a punish of your own. It can be used a make-shift anti-air but most of the time it just isn't worth it, works after strong Kazeguruma Kyaku (D) juggle.
- Henshin OK
- Anti-Air Poke
- Juggles Opponent
- Combos from: Tatsuo Kyaku (qcf+K), and strong Kazaguruma Kyaku (qcf+D, D)
┗Waga Utan Kasane - (b+B/D)
- May Lee lifts her right leg up and bends toward her left, it's the same as before except done during her rekkas, this is more of a quick feint to lure your opponent into getting countered as soon as they try to counter attack and destroy whatever other rekkas you may would have thrown out, it simply punishes the opponent for trying to finish for counter attacks. And just like it's regular variant you can use this to transform into Hero Mode after a successful counter.
- Henshin OK
- Counter Stance
- Sweeps/Juggles Opponent
- Combos from: Tatsuo Kyaku (qcf+K), and Kazaguruma Kyaku (qcf+K, K)
┗Taiyou Kyaku - (uf+B/D)
- Following after the first couple hits (two or three), May Lee will jump into the air and do a kick that mimics her jump D. An okay rekka chain but with limited options, it's more of a chain of it's own compared to the proceeding one's. This is May Lee's airborne rekka attack which can be used as a anti-air alone but that's not really prefered. In terms of combos it's just another vanilla rekka chain in her offensive arsenal, take note if you use this chain while the opponent is crouching she will jump over them instead of hitting them.
- Airborne Attack
- Combos from: Tatsuo Kyaku (qcf+K), and Kazaguruma Kyaku (qcf+K, K)
- Combos into: Rakuyou Kyaku (qcf+K/K, uf+K, d+K)
>┗Rakuyou Kyaku - (d+B/D)
- Following after the first couple hits (two or three), and after her Taiyou Kyaku (qcf+K/K, uf+K) May Lee will then do a frontflip in the air thrusting her legs downward to sending the opponent flying toward the ground. This May Lee's last rekka chain and it ends up being a finisher to boot. This is rekka is used to finish up the Taiyou Kyaku branch, Rakuyou Kyaku is both and overhead (airborne attack) and does a hard knockdown to opponents as well. When facing a crouching opponent you can use this ender to whiff cancel the Taiyou Kyaku (because it will miss) and immediately go for the overhead/hard knockdown just to make you'll actually hit so you won't be left wide open.
- Airborne Attack
- Hard Knockdown
- Combos from: Taiyou Kyaku (qcf+K/K, uf+K)
Desperation Move
Gauze Tail Tinkerbell - (qcbx2+B/D)
- May Lee flips forward and puts her left leg on the opponents head then with much speed twirls clock-wise swinging her left leg around to knock the opponent away and bounce off the opposite wall, a great DM that has tons of options. Upon activation she flips forward and if she makes contact she'll do the rest of the DM, the beginning is kinda like a grab so don't expect it hitting any opponents already in the air, it's also an overhead meaning it has to be blocked whilst standing. It can be combo'd into from strong normals or if you have the stocks, super canceled from her Kazeguruma Kyaku rekka chain (qcf+K, K). Another cool thing is if you use it normally without any folow-up the recovery is rather poor, however as soon the second hit is delivered you can cancel it into "Hero Mode" for a much quicker recovery and to possibly follow-up with a normal/special attack ,etc.
- Henshin OK
- Auto Counter-Wire
- Puts opponent into a Juggled State
- Overhead Attack
- Combos from: Stand/Crouch C/D, and (SC) Kazeguruma Kyaku rekka chain (qcf+K, K)
Super Desperation Move
Disposition Frog - (qcfx2+BD)
- May Lee does a kick that mimics her crouch C, after that she hops into the air and does another kick then her Rakuyou Kyaku to send them flying toward the ground, then she quickly flies toward them in Hero Mode hitting the opponent with her crouch C, after that she then jumps into the air forming energy within her palms then proceeds to destroy the opponent by throwing a flurry of energy spheres into their back FIFTY times, after that she then poses for second then a gigantic explosion occurs making the opponent veer off in the other direction, during that May Lee spins around then stops in "Hero Mode" as soon as the opponent hits the ground. To be honest despite it's flashy "Disoposition" heh... it's not really worth using because not only is it hard to set-up, the overall damage it does could be better to justify the amount of meter you spend to do it. With that said it does have some pretty unique ways to link together, the easiest way to set it up would be super canceling it from Kazeguruma Kyaku (qcf+K, K) but it's still pretty costly. Another way to do takes timing but it looks pretty cool is pulled off successfully, it requires you to use Gauze Tail Tinkerbell (qcbx2+B/D) mid-screen with the opponents back to the corner. After the DM they'll bouce off the wall, during that time you have to transform in and out of "Hero Mode" (one to quicken the recovery, the other to revert back to normal) then input the qcfx2+BD and hit them while they're still in a juggled state and on their way down from the counter-wire. The most cost effective way to use this SDM is in Max mode [example: st.D (1), (BC) st.D (2), qcf+K~K, (SC) qcfx2+BD] otherwise I would probably save the meter for other things. This SDM can be used as an anti-air but the timing is all to strict and the kick is to vertical so the odds of you catching someone with it is slim to none.
- Auto Henshin
- Combos from: (SC) Kazeguruma Kyaku (qcf+K, K), (Mid-screen) Gauze Tail Tinkerbell (qcbx2+K) Henshin/Revert
Hero Mode
- Transforming into "Hero Mode" gives May Lee access to the rest of her move set, with this transformation comes a variety of changes both good and bad. On the good side May Lee's normals are much faster, she has more priority, a lot more combo options, her CD is now an unblockable attack, and while she can't use her rekkas she has new variety of moves at her disposal that can be used in many unique ways ranging from overheads to super canceling options, etc. On the bad side she is very difficult to use effectively as she can no longer block except when she uses her Hero Uke (f+A) command normal and even then her guard meter will still deplete. If you are hit by anything it will cause May Lee to revert back to her normal standard form. To but it bluntly, to play this mode efficiently you must learn the differences between her standard and hero forms, Does this work with this?, Does this combo into this?, Is this a good move to use after this?, Does this work as a better combo ender than that? Is this good move to use to transform? Always keep your eyes and ears open, and remember if you fall behind there's always time for practice mode.
Hero Mode Movelist
Command Moves
Special Moves
Desperation Move
May Lee Dynamite! - in air, + /
Super Desperation Move
Hidden Super Desperation Move
Normals
Close
- cl.A/B/C/D are whiff/cancel-able
- Close A does two hits, both hits are cancel-able
- Close C is very fast and makes her move almost have screen
- Close D is short on range but still a good normal to use when up close
- "Hero Mode" Note: Her Close and Far Normals look the same but have different framedata
Crouch
- cr.A/B/C/D are whiff/cancel-able
- Crouch A/B are chain-able
- Crouch C is a launcher attack, anti-air poke
- Crouch D sweeps the opponent
Jump
- j.C/D are Super Cancel-able
- Jump A/B/C/D cross up
- Jump D is a meaty jump-in but has to be used late
- Jump A/D is an instant overhead
Blowback Attack
- CD has a long start-up but it's unblockable
- "Hero Mode" Note: She does not have a JCD in Hero Mode, if you press CD in the air she'll just do her jump C
Command Moves
Legend
- Revert OK = Can be used to combo back into "Standard Mode"
Henshin - (ABC)
- Pressing ABC while in "Hero Mode" will make her revert her back to standard mode, getting hit will also make her revert back to normal so stay aware, there aren't many circumstance where you would want to switch back to standard mode unless you play the former better, if you play standard better play standard.
- Switches back to "Standard Mode"
- Combos from: Stand/Crouch Normals, CD
Hero Uke - (f+A)
- May Lee raises both her hands into the air to guard the incoming attack. As mentioned before when she is in Hero Mode she cannot guard but this move bypasses that rule, this is May Lee's all purpose guard when in Hero Mode. It guards everything from normals/jump-ins/sweeps/special attacks/DM's/SDM's/HSDM's/ and even unblockable attacks. The only drawbacks to this move is that she can still be grabbed, and that she still takes chip/guard damage when she guards an attack, and yes it's also cancel-able but only when you parry an attack.
- All-Purpose Guard/Parry
- Cancel-able
Sliding - (df+B)
- May Lee performs a quick slide attack that sweeps the opponent onto the ground. Unlike other command normals this one doesn't lose it's original use, this move will always sweep regardless if you combo into it or not. This move works as a good poke attack but it's more of move to allow you quickly revert to standard mode or Max Mode activation.
- Hits Low
- Free Cancel-able
- Sweeps Opponent
Special Moves
Full Swing Chop - (qcf+A/C)
- May Lee swings her arms in a crescent moon ark-like fashion to hit the opponent, the weak version comes out very fast making it easy to combo from, the strong version however has a pretty long start-up making it very difficult to combo into and very unsafe. Despite the fact that the strong version has a much longer start-up it is also super cancel-able into her "May Lee End" (qcfx2+AC) SDM on hit, this attck can also be used to revert back to standard mode but the timing is a little awkward.
- Revert OK
- Super Cancel-able (strong version only)
- Combos from: st/cr.X (weak only)
- Combos into: (SC, strong only) May Lee End (qcfx2+AC)
May Lee Chop - (qcb+A/C)
- May Lee leaps into the air swing her arms to chop the opponent on the head, weak version is very fast and the strong version is just a tad bit slower. Unlike other airborne moves this one does not count as an overhead because the hitbox is too high in the air to actually hit anyone crouching. Works after just about all of her strong normals and if you catch the opponent you can super cancel it into her May Lee Dynamite! (qcfx2+K, in air) but it requires timing because if you screw it up she'll whiff it.
- Super Cancel-able
- Airborne Attack
- Combos from: st/cr.X
- Combos into: (SC) May Lee Dynamite! (qcfx2+K, in air)
Shining Thunder Blow - (qcf+B/D)
- May Lee dashes forward with her left arm out in front to punch the opponent causing a taser-like effect after the hit. The weak version makes her dash about half-screen and hard knocks the opponent down on contact, it also has a counter-wire effect if you score a counter hit. The strong version makes her dash full-screen and locks the opponent in hit-stun for a brief second on contact. For regular use the weak version is always prefered because it's a lot a safer and has more options compared to the strong one, however both of them are super cancel-able into her May Lee Dynamite! (qcfx2+K, in air) on hit but you have to buffer it during the dash otherwise it won't come out.
- Super Cancel-able
- Airborne Attack
- Hard knockdown
- Combos from: st/cr.X
- Combos into: (SC) May Lee Dynamite! (qcfx2+K, in air)
May Lee Break - (hcb, f+A/C)
- May Lee grabs the opponent then kicks them away, her command grab is pretty straight forward but the main thing is that it combos from most if not all of her normals whether it be done standing or crouching, the whiff animation is a little on the long side so always try to combo into it if you wish to use it.
- Command Grab
- Combos from: st.A (1), cr.A, st/cr.B, st.C, st.D
Desperation Move
May Lee Dynamite! - (qcfx2+A/C) in air
- May Lee flies toward the opponent in does a series of attacks ending with her knocking the opponent away, this is May Lee's ranbu air DM and it also happens to be her only regular DM in her Hero Mode. The start-up is fast has a variety of set-ups ranging from simple to difficult, some of the more easier ways to do it is to combo it from her jump C/D. The more difficult ways involve super canceling from her May Lee Chop! (qcb+P) which requires you to buffer immediately after the quater circle back. Another way to do it is super canceling it from her Shining Thunder Blow (qcf+K) which again requires you to buffer but it's a bit easier than the former because the first quater circle forward counts as a buffer towards the DM. It is also possible to tiger-knee into the DM but you may want to use a normal to combo into it regardless. This move isn't safe on guard at all, and if you whiff the DM (e.g. mid-screen) she'll continue to fly pass the opponent for an additional second or two leaving her wide open to be punished.
- Air Ranbu DM
- Combos from: Jump C/D, (SC) May Lee Chop! (qcb+P), (SC) Shining Thunder Blow (qcf+K)
Super Desperation Move
May Lee End - (qcfx2+AC)
- May Lee does a Full Swing Chop then jumps forward performing a Rider Kick stunning the opponent for a brief second, then she performs her Hero Mode "pose" causing an enormous explosion. Very fast start-up but it works best when done after a strong normal, it can also be done after her strong Full Swing Chop (qcf+C) through super canceling but that move has a very prolonged start-up making it very difficult to combo from. For set-ups it's suggested that you try a Max Mode combo so that you'll get the most damage out of comboing into, preferably after her stand C because of it's range and speed.
- Combos from: Stand/Crouch C, Stand D, (SC) Full Swing Chop (qcf+C)
Hidden Super Desperation Move
Key of Victory - (hcbx2+AC)
- May Lee does a Full Swing Chop sending out a clone of herself sliding and knocking the opponent into the air, then both May Lee's jump into the air performing a Double Rider Kick stunning the opponent for a brief second, then she again performs her Hero Mode "pose" causing an enormous explosion. Very speedy start-up, it's actually fast enough to combo from her st.A (2) but you have to buffer it really fast otherwise there will be a gap in-between the punches and the start-up of the HSDM where the opponent can guard the attack so make sure you hit first before you do it.
- Combos from: st.A (1/2), st.C/D
Combos
You can add a jump-in to every combo. Note that cr.C whiffs on every character crouching except Daimon, Chang, Maxima, Seth, Whip and Xiangfei.
The combos with qcbx2+K, [ABC] qcb+C can't be done in dead corner.
qcf+B > K > df+K, [ABC], st.D and qcf+K(1), [ABC], st.D are 1f links
- cl.D(1), [ABC], cl.D/cr.C is a 3f link
- qcf+B > K > df+K, [ABC], cr.B/st.B is a 7f link
0 Stock
Anywhere
- cr.Bx1~3, st.B
- A comfy low string to chip and mostly keep the opponent at distance. 14%.
★ cl.D, qcf+D > K > uf+K > d+K
- Normal meterless bnb, easy and great oki. uf+K whiffs out of the corner but d+K connects if done quickly. If the opponent doesn't reversal but blocks, d+K is plus, allowing for further pressure on passive opponents. qcf+B fails on all crouching and a lot of standing characters, not recommended. Out of the corner, 23%.
★ cl.D(1), [ABC], cl.D, qcf+A / qcf+B / hcb,f+P
- Normal-to-hero meterless bnb, slightly better damage and overall more reliable. Default to the fairly safe qcf+A if you haven't confirmed the hit, otherwise use hcb,f+P for better damage and qcf+B for better oki. With qcf+A, 26%.
★ cl.D(1), [ABC], cr.C, delay qcb+C, qcb+A
- Normal-to-hero secondary bnb with better damage but less consistent because of cr.C as noted at the top. If the opponent just blocks, qcb+C is very plus, allowing for further pressure on passive opponents. However they just have to crouch to make qcb+C whiff then punish. Default to this if the opponent is standing, 40%.
- cl.D(1), [ABC], cr.C, [ABC], delay qcf+K(1), [ABC], qcf+B
- Cooler and a bit harder but safer version if you're not confident in your cr.C link. This gives you time to confirm you landed the link before going forward with timing qcf+K so that the opponent falls on the first kick. Still limited to standing opponents, 28%.
- cl.D, qcf+K(1), [ABC], st.D, qcf+A / qcf+B / hcb,f+P
- Poorly optimized normal-to-hero route. Not much reason to use this other than fishing for the hcb,f+P ender which by the way won't connect after a front jump-in. With qcf+A, 33%.
- cl.D, qcf+B > K > df+K, [ABC], st.D, qcf+A/B
- Fully optimized normal-to-hero route. Good damage and confirm although hard to land because of st.D being a 1f link. If you're confident in it use qcf+B for hard knockdown and better oki, otherwise qcf+A is much safer on block. With qcf+A, 40%.
- hcb+K, micro-run, qcf+K(1), [ABC], qcf+B
- Decent counter conversion although said counter isn't reliable enough for this to come into play too often. The run isn't needed close to the corner. 22%.
Corner
- cl.D, qcf+D > K > K
- Worse damage and oki than the bnb version, use the bnb. 24%.
- cl.D(1), [ABC], cr.C, [ABC], delay qcf+K(1~2), [ABC], qcf+A/qcb+A
- Corner version of the cooler normal-to-hero conversion. Next route is preferred for being easier with better range and enders. 32%.
★ cl.D, qcf+D > K > delay df+K, [ABC], qcf+B/A
- Easy and damaging normal-to-hero conversion that you can start only a bit away from the corner for df+K to reach. Without an issue of confirm this time, qcf+B gives a valuable hard knockdown's oki over qcf+A's extra 2% damage. With qcf+B, 30%.
- hcb+K, [ABC], qcb+C, qcb+A/qcf+B
- Corner counter conversion. With qcf+B, 32%.
1 Stock
Anywhere
★ cl.D, qcbx2+K, [ABC], qcb+C, qcf+B / qcb+A
- Easy normal-to-hero 1 bar conversion. You'll need to delay qcb+C more or less depending on screen position, especially to land the better qcf+B ender. Not particularly hard however, just some awareness needed. With qcf+B, 46%.
★ cl.D(1), [ABC], cr.C, qcb+C, sj.qcfx2+C
- Tougher and more damaging normal-to-hero 1 bar conversion. TK the super as qcf,uf then qcf+C. 51%.
- hcb+K, [ABC], air qcfx2+C
- Easy but poor damage, not recommended. 32%.
Corner
- cl.D, qcf+D > K > delay df+K, [ABC], sj.qcfx2+C
- Good looking conversion for good damage. TK the super as qcf,uf,qcf+C. 43%.
- cl.D(1), [ABC], cr.C, [ABC], delay qcf+K(1~2), [ABC], sj.qcfx2+C
- Much harder for the same damage as the above and more inconsistent because of cr.C, not worth it. 43%.
- hcb+K, [ABC], qcb+C, sj. qcfx2+C
- Good damage for an easier counter conversion. 46%.
2 Stocks
Anywhere
★ cl.D, qcbx2+K, [ABC], qcb+C, sj.qcfx2+C
- Good basic 2 bar bnb conversion. You'll need to delay qcb+C depending on screen position, you can then TK the super as qcf,uf,qcf+C. 60%.
- cl.D, qcf+B > K, (SC) qcbx2+K, [ABC], qcb+C, qcf+B / qcb+A
- Somewhat easier conversion but a bit less damaging. Do the SC as qcf+B > qcb+K, (SC) qcb+K then delay qcb+C according to position. With qcf+B, 54%.
- cl.D(1), [ABC], cr.C, link qcb+A, (SC) air qcfx2+P
- Very easy 2 bar conversion although cr.C's issue with crouchers noted at the top limits its usage to mostly standing characters. 49%.
- cr.B, BC, cl.D, qcf+B > K > df+K, (SC) qcbx2+K, [ABC], qcb+C, qcf+B / qcb+A
- Only real low normal conversion and pretty underwhelming in both range and damage. You'll need to delay qcb+C more or less depending on screen position, especially to land the better qcf+B ender. With qcf+B, 48%.
- cl.D(1), [ABC], cl.D, BC, st.C, qcb+A, (SC) air qcfx2+P
- Interesting but pretty unreliable max conversion since qcb+A will whiff on standing Choi and every character crouching except Whip and Chang. 44%.
- cl.D, qcf+B > K > df+K, [ABC], st.D, qcb+A, (SC) air qcfx2+P
- Good damage but qcb+A still whiffs on standing Choi and every character crouching but Whip and Chang. If you haven't reached the corner yet it also whiffs on standing(Kensou, Chris, Leona, Foxy, Billy, Takuma, May Lee). That inconsistency but st.D's 1f link is a bit too much for comfort. 62%.
- cl.D, qcf+B > K > df+K, [ABC], st.D, BC, st.C, qcb+A, (SC) air qcfx2+P
- Slightly less damaging but a bit more consistent. qcb+A whiffs on standing Choi and every character crouching but Whip and Chang. 58%.
Corner
- cl.D, qcf+D > K > df+K, [ABC], qcb+A, (SC) air qcfx2+C
- Good looking conversion for good damage. 54%.
- cl.D(1), [ABC], cr.C, [ABC], delay qcf+K(1~2), [ABC], qcb+A, (SC) air qcfx2+C
- Same damage but harder than the previous one on top of the issues with cr.C, not worth it. 54%.
- cl.D(1), [ABC], cr.C, delay qcb+C, qcb+A, (SC) air qcfx2+C
- Tight timing but the damage is somewhat worth it if you can do it. 62%.
- cl.D(1), [ABC], cr.C, BC, cr.C, link qcf+C, [ABC], qcf+K(1~2), [ABC], qcb+A, (SC) air qcfx2+C
- Very cool-looking but not much reason to go for it outside of that. 55%.
- hcb+K, [ABC], qcb+C, qcb+A, (SC) air qcfx2+C
- Good counter conversion. 57%.
3 Stocks
Anywhere
- [ABC], cr.B, st.A(2), qcfx2+AC / hcbx2+AC
- Good low conversion although the next one is preferred. You can add a cr.B but it's fairly inconsistent. st.A's 2nd hit whiffs on crouching(Bao, Jhun) making the cancel very tight on those two. 45/50%.
★ [ABC], cr.Bx1~2, cr.B/st.B, qcfx2+AC / hcbx2+AC
- Better low conversion to default to. Do it as cr.Bx1~2, qcf/hcb, cr.B/b+B, qcf/hcb+AC. 57/62%.
★ cl.D, qcbx2+K, [ABC], qcb+C, qcb+A, (SC) air qcfx2+C
- Easy conversion with good damage. Delay qcb+C according to screen position. Reminder that this route doesn't work in dead corner. 71%.
- cl.D, qcf+B > K, (SC) qcbx2+K, [ABC], qcb+C, sj.qcfx2+C
- Do the SC as qcf+B > qcb+K, (SC) qcb+K then TK the super as qcf,uf,qcf+C. 69%.
- cl.D, qcf+B > K > df+K, [ABC], st.D, BC, st.C, qcfx2+AC / hcbx2+AC
- Great damage but st.D's 1f link makes this fairly difficult. 67/72%.
- cl.D, qcf+B > K > df+K, [ABC], cr.B/st.B, qcfx2+AC / hcbx2+AC
- Easier though less damaging version of the previous route. Do it as [ABC], qcf/hcb, cr.B/b+B, qcf/hcb+AC. 62/67%.
Corner
- cl.D(1), [ABC], cr.C, [ABC], delay qcf+K(2), qcfx2+BD
- Fancy and fairly easy. 55%.
- cl.D(1), [ABC] cr.C, (BC) cr.C, link qcf+C, [ABC] qcf+K(1), (SC) qcfx2+BD
- Fancier and more damaging. Do the SC as qcf+K(1), (SC) qcf+BD. You can do 2 hits of qcf+K then link qcfx2+BD after instead for the same damage. 62%.
- cl.D(1), [ABC], cr.C, BC, cr.C, link qcf+C (SC) qcfx2+AC
- Less fancy and more reliable for the same damage. 62%.
- hcb+K, micro-run, qcf+K, qcfx2+BD
- The run is only needed if you're a bit far from the corner. 51%.
- hcb+K, [ABC] qcf+C, [ABC] qcfx2+BD
- Only in dead corner. 58%.
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